GamificationLearning market

Gamification in Learning Market, Global Outlook and Forecast 2022-2028

  • 26 April 2022
  • ICT & Media
  • 67 Pages
  • Report code : PMR-7016459

  • 4.7 (158)

GamificationLearning Market

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Gamification has been largely used in the education and learning sector for many years. This technology is a developing approach for increasing learners? motivation and engagement by incorporating game design elements in educational environments. This technology is becoming increasingly used in educational settings for a number of reasons it ?makes the hard stuff more fun?, that helps students get motivated and make them more engaged with the subject matter.
GamificationLearning Market contains market size and forecasts of Gamification in Learning in Global, including the following market information:
Global Gamification in Learning Market Revenue, 2017-2022, 2023-2028, ($ millions)
Global top five companies in 2021 (%)
The global Gamification in Learning market was valued at million in 2021 and is projected to reach US$ million by 2028, at a CAGR of % during the forecast period.
The U.S. Market is Estimated at $ Million in 2021, While China is Forecast to Reach $ Million by 2028.
Cloud-Based Segment to Reach $ Million by 2028, with a % CAGR in next six years.
The global key manufacturers of Gamification in Learning include Microsoft, MPS Interactive Systems, Bunchball, NIIT Ltd, D2L Corporation, Cognizant, Fundamentor, Top Hat and Classcraft Studios and etc. In 2021, the global top five players have a share approximately % in terms of revenue.
MARKET MONITOR GLOBAL, INC (MMG) has surveyed the Gamification in Learning companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Gamification in Learning Market, by Type, 2017-2022, 2023-2028 ($ millions)
Global Gamification in Learning Market Segment Percentages, by Type, 2021 (%)
Cloud-Based
On-Premises
Global Gamification in Learning Market, by Application, 2017-2022, 2023-2028 ($ millions)
Global Gamification in Learning Market Segment Percentages, by Application, 2021 (%)
K-12
Corporate Training
Universities
Others
Global Gamification in Learning Market, By Region and Country, 2017-2022, 2023-2028 ($ Millions)
Global Gamification in Learning Market Segment Percentages, By Region and Country, 2021 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Gamification in Learning revenues in global market, 2017-2022 (estimated), ($ millions)
Key companies Gamification in Learning revenues share in global market, 2021 (%)
Further, the report presents profiles of competitors in the market, key players include:
Microsoft
MPS Interactive Systems
Bunchball
NIIT Ltd
D2L Corporation
Cognizant
Fundamentor
Top Hat
Classcraft Studios
Recurrence Inc

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